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In considering Warpriest, we considered its half-caster progression against its class abilities. Basically, Warpriests gained 3 AB, 20 HP, and several single-use abilities at the expense of access to 9th level spells, Turning progression, and 12 spell slots. Also, Implacable Foe sucked.

These changes make up, in a numerical sense, half of those missing spell slots. The War Priest should feel like an anchor for his party, and with more uses of Battletide, Fear Aura, and Mass Heal, he can more reliably get that feeling. Also, with the improvement to Implacable Foe, that ability actually becomes useful for mitigating some party damage before the next Mass healing spell.

__________________Active Characters Hashart Datton- Marshal of the Black Hand Oliver Ironhide- Guardian Lynk Frost-Champion of Bane
Dorin Hammond- Scout
Seith Ronson- Master of War "A system of morality which is based on relative emotional values is a mere illusion, a thoroughly vulgar conception which has nothing sound in it and nothing true."Socrates